Posted by Mogami
Hi, This is too large a game to try to 'hurry' turns or operate without a plan. (And a systematic method of entering orders)
Not always a great selling point.
How about an optional "WitP for Dummies" version of the game for those who enjoy playing without such a need for detail. Might reduce the number of law suits that Matrix could face from players whose brains exploded while planning the first turn's move of the standard Dec '41-45 campaign.
I do not believe anyone will have so much going on that they cannot pay attention to TF's operating in the combat zones (How many zone will there be after May 42? Before that there are only 2 areas where enemy TF's can encounter one another and this period is not long and the locations are well known)
I agree. Anyone who has played UVs scenarios that assume Midway didn't happen shouldn't have too much trouble handling CV forces up to end of '43. Now '44-45 on the other hand......
WitP for dummies version - No player can have more than 6 fleet CVs and 6 CVLs available at any one time. Any CVs over that limit are immeadiately sent back in the reinforcement pool. All CVEs are eliminated from the production pool because they make things too fiddly. The only exception being the Long Island, which is allowed for comedy value. The Allied player receives a bonus of 1000 VPs every time he succesfully uses the Long Island to transport a squadron from the USA to the South Pacific.
Submarines will require a lot of attention (unless you allow the AI to handle. I prefer to do it myself. It requires a bit of effort to set up but once homeports and mission types decided it gets easier.)
A lot of attention is right. Indian Ocean, South China Sea, Philippine Sea, North Pacific, Central Pacific, South Pacific, sound of brain exploding.
It could be a campaign scenario in its own right.
WitP for dummies version - All subs have unlimited ammo and fuel. Upon leaving harbour, all Japanese subs appear off the West Coast of the USA while all allied subs mass in the Sea of Japan. After '43, all Japanese submarines are eliminated.
Aircombat. Fatigue for routine missions (search and CAP) has been reduced. Watch the replay, check bases that engaged in combat. (The non combat bases should be ok-check them from time to time to get a feel for how often you need to change settings).
Air combat display was watched with some interest in UV. Will be turned off for the strategic campaigns in WitP to avoid screen wear. Check all the bases involved in combat? Not this little dummy!
WitP for dummies version - All airbases have unlimited aviation support and supply except after '44 when the Japanese are reduced to a total of 100 aviation support and 1000 supplies. The Japanese win all air combats up till end of '42 that have any version of the A6M present unless allied heavy bombers are also present, in which case the Japanese player automatically loses the combat. Allies automatically win all air combats from '43 onwards. All fatigue and morale is ignored so the player can get on with more important things. All squadron scores, pilot names and characteristics are removed to avoid the temptation to slow down and become involved.
If your going to attempt to play this game you have to allow enough time and commitment to actually pay attention
Only if you play the WitP for Mogami version (which comes with free pen set, 20 packs of ruled A4 sheets and a calculator).
The WitP for Dummies version comes with a doz bottles of beer and a family sized pizza, all that you'll need to last the time taken to successfully complete the '41-45 campaign for dummies.
Big selling point, that one. :p
Must bring this idea up in the development forums.